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How to Play Terra Mystica: Special Landscapes
Objective of the Game
In Terra Mystica, players control factions with unique abilities, competing to transform terrain, build structures, and advance on cult tracks. The goal is to earn the most Victory points through strategic expansion, town formation, and cult influence. The game ends after a set number of rounds, and the player with the highest score wins.
Preparation (Setup)
Each faction receives its special landscape tile, which provides unique benefits. Place the main board, cult tracks, and scoring tiles as per the standard setup. Ensure all players have their faction-specific components, including their special landscape, which can only be placed once per game.
Game Flow
The game progresses through rounds consisting of phases like Income, Action, and Cult Bonus. During the Action phase, players can place their special landscape instead of a regular terrain transformation, following their faction's prerequisites and rules. The special landscape cannot be placed during the Cult Bonus phase.
Actions and How to Play
Special Landscapes Overview
- Each faction may place only one special landscape per game.
- It can be placed during the Action phase instead of a regular terrain transformation.
- The special landscape counts as a Structure with a Power value of 1.
- It contributes to forming Towns and triggers Power gains when adjacent to other players' structures.
- It cannot be upgraded and remains on the board for the rest of the game.
Faction-Specific Special Landscapes
Auren - Tree of Serenity: Grants 4 Victory points each time the Auren reach space 10 on a Cult track.
Witches - Raven's Blunder: When founding a Town, choose between 5 Victory points or advancing 3 steps on a Cult track.
Darklings - Camp: Counts as a Dwelling but cannot be upgraded.
Alchemists - Gloomy Workshop: Allows a one-time advance on the Shipping track or lowering the Spade exchange rate without paying a Priest.
Engineers - Bridge Tower: Enables building Land Bridges, which count for Bridge scoring.
Swarmlings - Breeding Ground: Allows Towns to grow into Cities, Metropolises, or Megacities with higher Power values.
Consulte o manual for detalhes sobre outras facções.
End of Game and Scoring
The game ends after the final round. Victory points are earned through Area Scoring, Final Scoring, and faction-specific abilities. The special landscape contributes to these scores but does not count as a Dwelling or other structure unless specified (e.g., the Darklings' Camp). The player with the most points wins.
Tips for Winning
- Plan your special landscape placement early to maximize its benefits throughout the game.
- Leverage adjacency for Power gains—placing your special landscape near opponents' structures can yield extra Power.
- Sync your strategy with faction strengths, like the Swarmlings' Breeding Ground for mega-towns or the Alchemists' Gloomy Workshop for resource efficiency.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules